Guitar Hero Turns 20 – The Plastic Guitar That Connected the Gap Between Rock Fans
It has been two decades after Guitar Hero hit the market across the Atlantic, providing players everywhere the opportunity to become rock legends. Not literally, though you'd be hard-pressed convincing anyone who's mastered Free Bird’s lengthy guitar solo in front of an enthusiastic crowd of friends.
Created by the developers, Guitar Hero provided users with a guitar-shaped controller to match on-screen cues moving along the display synchronized to the music. Every sequence mimicked specific notes, creating the feel of a genuine live show.
Harmonix previously tried its hand in the music genre prior to teaming up with the publisher, later acquired by the gaming giant during the mid-2000s. Collaboratively, they established the foundations for an unlikely billion-dollar series that had a remarkable impact for many musicians included, introducing classic bands to millions of younger players.
A former executive, ex-chief operating officer of Harmonix, recalls the early financial challenges in securing the recordings – even though the first two games mostly used cover versions.
“We rerecorded every song because the cost prohibitive,” he says. “Even with the necessary permissions alone, it proved nearly impossible. We couldn’t get bands like legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced it would fail. However, when the game took off, album purchases airtime were going up, everyone wanted to be in.”
He continues: “Among the remarkable aspects was how many parents got in touch and thanked us for introducing their children to the music they adored. It evolved into a multigenerational phenomenon.”
Timeless Music Finds Younger Fans
Irish group the Answer included Never Too Late in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series revived classic rock to the forefront: “The game offered a bigger, younger audience. Typically this had been seen as outdated material, however once it got featured on the title and teenagers were finding it, suddenly it became trendy. This validated it, eliminating the ‘dad rock’ label. It gave all our music renewed popularity.”
At that time, the Answer’s first record was still not available in the US, meaning the game served as a primary platform for exposure for the band during their a North American tour supporting AC/DC. “Their crew were playing Never Too Late on the tour bus, and several knew us from Guitar Hero,” he notes.
Major Band Spin-offs Enduring Influence
Music's biggest acts quickly capitalised on the game's success, with Aerosmith, Metallica and others featuring in specialized spin-off titles that focused on each band’s catalogue and associated lore, visuals and rock’n’roll mythology. In the case of, the Aerosmith edition, reportedly to have made the band greater revenue compared to their studio albums. It sold well over 500,000 units in its first week, while demand for Aerosmith’s music rose of up to 40% during an era as the industry was already collapsing.
Guitar Hero continues to inspire quick-handed dedication within the community. Earlier this year, an online personality completed an impressive attempt of DragonForce’s the challenging track – a notoriously difficult anthem popularized through the game – using a fan-made version, a freeware game with similar mechanics but an array of personalization features. This track is challenging enough on the hardest setting, let alone performed at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed requiring nine months of practice.
“The game is a fun, imaginary experience. If you play other games, it doesn't imply you should use actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce previously wrapped up a successful tour before their hit appeared on Guitar Hero III, yet he explains it made them widely recognized. “I recall the record label calling to tell me that we were selling albums rapidly,” he says. “Popularity surged when we next toured, and we were playing right ahead of top acts on the Mayhem festival.”
In fact, the band's visibility via the game was so immense that it threatened to eclipsing all other the band has done. Recently, the track featured in a trailer for a major film. “Previously I felt otherwise, but now I accept it,” he admits. “If you only listen to a single track, that's fine – each person has their own musical journey and I’m glad we played a role in fans' experiences”.
Enduring Impact from the Plastic Guitar
Top-tier promotion, whether it’s for cars, apparel or video games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero harness this? “Precisely what we were aiming to achieve,” Dornbrook says. “That thrill of being a rock star in the spotlight. Since the beginning, the creators believed there’s an instinctive urge to make music, and their goal was to use technology to enable everyone to participate”.
The majority of Guitar Hero games were released over a mere half-decade between 2005 and 2010, including derivative titles like DJ Hero, complete with a spinning deck, and Band Hero. After that, corporate focus in plastic instruments died down, except for a short-lived revival several years later.
Games like Clone Hero and Fortnite Festival have maintained the scene active, and there’s set to be something from the founders on the way. A new studio has begun production on its debut rhythm-based title. Original co-founders are participating as special advisers. Are gamers prepared to welcome a new entry following the classic?
“Our team believed such titles might become like Madden where you can releases,” Dornbrook says. “There’s so much fresh tracks it could remain evergreen, thus I remain optimistic. It's entirely possible why it can’t continue with new generations.”